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Teacher's Guide Solve It! Apple SUNBLRST C O M M U N I C AT I O N S PERMISSIONS All SUNBURST material is copyrighted. However, SUNBURST does give the purchaser the following permissions: 1. You have permission to reproduce any student worksheets in this guide for your classroom use. You should nol, however, copy the whole guide. 2. You have permission to use Lab Packs within _a site. You shoiMiibti however, divide the package and use the diskettes in more than one building. 3. You may noI copy the diskette. A back-up is provided. 4. You have permission to allow students to take the product home for use with their personal computers. Designers: Peggy Healy Steams, Ph.D. C. Alan Riedesel, Ph.D. Programmers: Andrew Armstrong Gary Schenck Project Manager: Ed Annunziata Guide: Elaine Shen Vislocky Peggy Healy Stearns, Ph.D. Graphics: Olga Mirkin "Rescue from an Icy Peak" mystery developed by: Lawrence Carey Healy, Jr. Copyright 1988 Sunburst Communications, Inc. Pleasantville, NY 10570 Apple II is a registered trademark of Apple Computer, Inc., Cupertino, CA. For information or a free microcomputer catalog, write: Sunburst Communications 39 Washington Avenue Pleasantville, NY 10570 In the United States, call toll-free 800-431-1934 In Canada, call toll-free 800-247-6756 Or call collect 914-769-5030 r This program is dedicated to my children, Joe and Brett, two creative and inspiring problem solvers. P. H. Stearns ^^^^*°^ ABOUT THE AUTHORS: Peggy Healy Stearns received her Ph.D. from the State University of New York at Buffalo where she majored in Computer Education. Her dissertation involved a comparison of teacher and student evaluations of educational software. Prior to this, Dr. Stearns earned her bachelor's degree in Economics from Manhattanville College and her master's from Harvard University. Over the past 8 years, Dr. Steams has taught middle school, high school, undergraduate, and graduate students; has helped to train hundreds of inservice teachers in grades K-12; and has given presentations at dozens of conferences and workshops. She has published several articles on the use of computers in the schools and is the editor of an upcoming book on educational computing in the home. In 1987, she was honored by President Sample of the State University of New York at Buffalo as a "University Inventor". Currently, Dr. Stearns teaches graduate students at SUNY at Buffalo, acts as Assistant Coordinator of the Software Evaluation Project at the University, and is the District Computer Specialist for the Depew Public Schools. Dr. Alan Riedesel is a Professor of Education at the State University of New York at Buffalo. His publications include over fifty research and application articles directed at the improvement of instruction in the elementary school. His books include Teaching Elementary School Mathematics (Fifth Editionl Handbook for Mathematics Teaching. Coping with Computers in the Elementary and Middle School, and sixteen elementary school textbooks for children. For six years he was the research editor for The Arithmetic Teacher. He has reviewed tests for Mental Measurements Yearbook and he wrote the elementary school mathematics research review chapter in the American Educational Research Association's Second Handbook of Research on Teaching. In addition to teaching and writing, he has been Director of Teacher Education, Coordinator of the Software Evaluation Project, Director of the Center for Research with Schools, and the principal investigator on fifteen research and teaching projects funded by the state and federal government as well as private foundations. He has authored two complete college courses via computer assisted instruction, authored and directed ten instructional motion pictures for teachers, and is a pioneer in Worldview education. TABLE OF CONTENTS I n t r o d u c t i o n i P r o g r a m O b j e c t i v e s 1 P r o g r a m O v e r v i e w 2 P r o g r a m D e s c r i p t i o n 3 S t a r t i n g t h e P r o g r a m . 3 I n v e s t i g a t i n g a C a s e 7 S o l v i n g a M y s t e r y 1 3 Te a c h e r O p t i o n s 2 0 C l a s s r o o m U s e 2 4 L e s s o n # 1 - A n I n t r o d u c t i o n t o D a t a b a s e s 2 6 A c t i v i t y S h e e t # 1 2 8 ^ L e s s o n # 2 - E x e r c i s i n g L o g i c a l T h i n k i n g 2 9 ( A c t i v i t y S h e e t # 2 3 0 A c t i v i t y S h e e t # 3 3 3 L e s s o n # 3 - I n v e s t i g a t i n g a S a m p l e M y s t e r y 3 6 S e c r e t A d m i r e r C a s e H i s t o r y 3 8 S e c r e t A d m i r e r C l u e s 3 9 S e c r e t A d m i r e r S o l u t i o n M a t r i x 4 0 L e s s o n # 4 - I n v e s t i g a t i n g a S o l v e I t ! M y s t e r y 4 1 O t h e r C l a s s r o o m I d e a s 4 5 Vo c a b u l a r y L i s t 4 6 C a s e H i s t o r i e s , 4 7 S o l u t i o n M a t r i c e s 5 3 E v a l u a t i o n S h e e t s 5 7 C e r t i fi c a t e s o f A c h i e v e m e n t 5 9 A t a G l a n c e 6 2 W o r k i n g w i t h t h e C o m p u t e r 6 4 A p p l e I I + , l i e , l i e 6 4 A p p l e I g s 6 5 What Happens lf...?"--Sunburst Courseware and Warranty 66 SOLVE IT! INTRODUCTION In 1980, the National Council of Teachers of Mathematics designated problem solving as the focus of mathematics education in the 1980's. Since then, numerous other reports have echoed this concern. In a world where facts are conveniently stored in databases, where the responsibility for computational accuracy can be relegated to electronic devices, new skills are needed. Students must know how to access, analyze, and synthesize information. Despite the increasing emphasis on problem solving, teachers often find it difficult to integrate these skills into the classroom. They feel pressured by the need to prepare students for the growing number of standardized tests, the need to cover an ever more demanding curriculum. Furthermore, in approaching the teaching of problem solving, most teachers are exploring unfamiliar territory. The task is seen as ambiguous. Problem solving encompasses a broad range of skills; specific objectives are both difficult to define and difficult to measure in terms of achievement. Thus, objectives which focus on problem solving skills are often hard to justify in an environment geared increasingly to accountability. SOLVE IT!: A PRACTICAL ROUTE TO CURRICULUM INTEGRATION The Solve It! mini-mysteries address these problems by integrating the teaching of logical thinking skills into the traditional curriculum. The program addresses several skill areas: the development of reading comprehension, an understanding of databases including the concept of an effective database search, and the analytical thinking skills needed to deal with and/or and exclusion logic. In addition, several of the mysteries deal with science or social studies subject area content and even raise ethical issues for students to ponder or debate. By combining so many objectives, the program makes it easier for teachers to find time to include important critical thinking skills in the curriculum. Solve It! incorporates other elements that encourage successful classroom implementation. The program uses a compelling game format with the student playing the role of a detective in the Solve It Agency. After reading the selected case history, the student is challenged to retrieve appropriate clues from the Solve It! database and then analyze this information in order to eliminate suspects. A wide range of difficulty levels allows students to master program operation, database search, and the use of logic in a less complex setting before advancing to more challenging situations. Because suspects, clues, and solutions are all drawn at random from a pool of fm^ possibilities, mysteries are different each time they are played. Therefore, even the same student may replay a mystery repeatedly without ever being sure of the outcome. Introduction i We believe that teachers will find Solve It! to be both entertaining and instructional^ relevant in a variety of curricular areas. It will, we feel, provide a meaningful and effective way to encourage the practical implementation of problem-solving skills into teachers' already-demanding curricula. SOLVE IT! y#M»V, PROGRAM OBJECTIVES SOLVE IT! by Pe99*J Healy Stearns & C. Alan Riedesel I 30lTJ3T3q I M O O fl " < ... Jiiiiiiiiiiiiiiiiiiiiiiiiiiimmiiiiiil... :.,,., IIIIIMIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIMIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII IIIlllll llllllllll||||iiiiiiiiiiiiiiiiiiiiiiiiimiiiiim • 4th grade reading level Prerequisite Skills: • Note taking • Organization Grade Level: 4-12 Reading Level: 4th grade (Spache) Time Required: 10-20 minutes Objectives: 1. to search effectively for information in a database 2. to learn about the function and value of databases 3. to exercise logical thinking 4. to organize and analyze information 5. to discriminate between important and unimportant or unrelated information 6. to discover relationships between information 7. to enhance language arts skills SOLVE IT! PROGRAM OVERVIEW Students play the role of detectives in the Solve It Detective Agency. After selecting a mystery, they read the Case History and select important persons, places, or things about which they would like to retrieve more information. Students then use these words as keywords to search the Solve It Central Computer database for clues which will help them solve the mystery. All clues are written in the form of logical statements which require students to use analytical thinking skills. The three levels of difficulty available for each mystery encourage students of various abilities to play the game and seek higher levels of challenge. Rookie Detectives receive only important clues to help them solve the case. Senior Detectives must first sort through the clues to discard extraneous information (unimportant or unrelated clues) before they analyze their information to solve the case. Super Sleuths must not only discard extraneous information, but relate the information contained in separate clues in order to solve the case. r As students attempt to solve each of the six mysteries, they will explore such topics as underwater sea life (The El Diablo Treasure), the structure and history of medieval European castles {Race to Spy Castle), and the ethical concerns about zoos {The Animals are Loose!). The unique collection of clues and suspects selected each time a mystery is played alters the solution to the case. Consequently, students may replay a mystery at the same level and will probably never encounter exactly the same collection of clues and solution. r

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